CastGeometry
Returns the shape(s) that intersect the specified Circle geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator
Read time 3 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
CastGeometry(CircleGeometry, Vector2, QueryFilter, WorldCastMode, Allocator)
Returns the shape(s) that intersect the specified Circle geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator
public NativeArray<PhysicsQuery.WorldCastResult> CastGeometry(CircleGeometry geometry, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)
Parameters
The Circle geometry used to cast through the world. This must be in world-space.
The translation relative to the geometry defining the direction the geometry will move through the world.
The filter to control what results are returned.
Controls how many and in what order the results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldCastResult> | The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |
CastGeometry(CapsuleGeometry, Vector2, QueryFilter, WorldCastMode, Allocator)
Returns the shape(s) that intersect the specified Capsule geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
public NativeArray<PhysicsQuery.WorldCastResult> CastGeometry(CapsuleGeometry geometry, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)
Parameters
The Capsule geometry used to cast through the world. This must be in world-space.
The translation relative to the geometry defining the direction the geometry will move through the world.
The filter to control what results are returned.
Controls how many and in what order the results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldCastResult> | The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |
CastGeometry(PolygonGeometry, Vector2, QueryFilter, WorldCastMode, Allocator)
Returns the shape(s) that intersect the specified Polygon geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
public NativeArray<PhysicsQuery.WorldCastResult> CastGeometry(PolygonGeometry geometry, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)
Parameters
The Polygon geometry used to cast through the world. This must be in world-space.
The translation relative to the geometry defining the direction the geometry will move through the world.
The filter to control what results are returned.
Controls how many and in what order the results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldCastResult> | The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |